GABRIELA LEÃO | GAME DESIGN
Game Designer for the sandbox MMORPG Profane, currently being developed by INSANE Game Studio.
Quest Designer and Game Writer for the
RPG and Battle Card Game
Zeengs: Escaping the Planetoid,
by El Tigre Studio.
Some things I did on my own
Zombie Apocalypse Game
This project was created in Portuguese only, as it was a piece of marketing for a book release in said language.
It's an infinite runner in which you must escape the zombie hoard (the gif sums it up pretty well).
As you run, you can collect supplies that will unlock quotes from the book's short stories.
It is available for download at itch.io
Sketchy Escape
Out of all the projects I created for my Game Design course, this (other) infinite runner was the one I liked the most, which is why it's still available for download at itch.io.
Unlike the little zombies above, all the art in this game is mine (I know is literally a stick figure, but, I mean, it runs).
It was my first game, developed with Unreal Engine 4 blueprints.
I was terrible at playing it (and my teachers outscored me all the time).
Projects: Bad Kid Games
Between 2021 and 2022 I was a Level Designer and Cinematics Designer at Bad Kid Games. These are a few of the games I worked onwhile with the studio, they're all pixel art, mostly puzzle, and quite varied. Bad Kid Game's steam page shows all of the games we developed during that time.
Miguelshroom: First Day at School
Miguelshroom combines jigsaw puzzles with an open world RPG for kids.
I worked on the remake, developed in Unity using the Quest Machine and Dialogue System plugins. It was my first experience creating branching dialogues and designing quests.
Sushiman
Yet to be released, Sushiman is a puzzle game with two different mechanics.
You can play a cook, and choose correctly the dishes to be served according to a set of rules.
Or, you can play at the restaurant's conveyor belt and solve the puzzle on how to deliver dishes to the clients, on time.
Hollow Witch
Hollow Witch is a tricky platformer, the player must escape the treacherous dungeon, each room is locked and performing a ritual will spawn a key.
In this project I only worked with the cinematics and narrative, but I'm pround of the results and felt like it deserved its space here.